I think having some kind of social interactivity or multiplayer-type challenge will add way more player interest to this, to compete with each other. As otherwise, with time you might get bored (unless there can be a automatic/procedural way to generate the challenges/cards).

Maybe something like each user creating his own country and needs to survive it or so and try to compete with other players or attack their kingdom using your resources.
I know this is a fairyly simple asset for the normal Yes/No decision game, but just saying can be extended to something more unique and valuable.

I think having some kind of social interactivity or multiplayer-type challenge will add way more player interest to this, to compete with each other. As otherwise, with time you might get bored (unless there can be a automatic/procedural way to generate the challenges/cards).

Maybe something like each user creating his own country and needs to survive it or so and try to compete with other players or attack their kingdom using your resources.
I know this is a fairyly simple asset for the normal Yes/No decision game, but just saying can be extended to something more unique and valuable.

Click to expand...

With the next update we will add Leaderboard support for Android and iOS.

Regarding Multiplayer we have unfortunately no plans for now, this would just be too much work to integrate and support.

But we are always open for new ideas, if you have any other feature requests just let us know!
Regarding procedural card generations do you have something in mind how this sould work?

But we are always open for new ideas, if you have any other feature requests just let us know!
Regarding procedural card generations do you have something in mind how this sould work?

Click to expand...

Actually ditch that last thought, when I wrote that reply I had in mind a "endless" gameplay that would keep generating the cards/challenges by itself, but upon thinking it more, it would get repetitive and boring quite quick.
Better keep the game finite with a story/theme

How much can this be customized ? I am quite interested to try my hands on it but create my own custom game based on a story/theme. Thinking to get the asset just for sake of saving a lot of time if I can use its existing gameplay system/features and just overlay my own story and customization on top of it (stats, cards, challenges, custom events/hooks, etc.)

Actually ditch that last thought, when I wrote that reply I had in mind a "endless" gameplay that would keep generating the cards/challenges by itself, but upon thinking it more, it would get repetitive and boring quite quick.
Better keep the game finite with a story/theme

How much can this be customized ? I am quite interested to try my hands on it but create my own custom game based on a story/theme. Thinking to get the asset just for sake of saving a lot of time if I can use its existing gameplay system/features and just overlay my own story and customization on top of it (stats, cards, challenges, custom events/hooks, etc.)

Click to expand...

It`s desigend to be as much universal as possible, you can easily modify/add/remove all stats, cards, events etc.
If you plan an making a game like this, i highly recommend you to give this kit a try! It will save you a lot of work

Thanks! Currently there is only the general 20% sale from Unity for Plus/Pro Members. Otherwise we don`t have any plans for an sale. But if there should be a sale in the future, i will definetly post it here!

Good afternoon! Your advice with the hierarchy helped to solve the problem. I have one more question for you.
I would like to add a particle to its card. But unfortunately, when I add a particle system to a map, it does not appear in the game ((

Good afternoon! Your advice with the hierarchy helped to solve the problem. I have one more question for you.
I would like to add a particle to its card. But unfortunately, when I add a particle system to a map, it does not appear in the game ((

Good afternoon! I had a few questions. I will be glad if you help me to cope with them.
1) Distribution of maps. How can I implement the scheme in the figure? There are cards 1-4 that follow one another. Cards 5-8 are randomly selected. One of them activates the stack of cards 9 -12. What can I do to make sure that the cards are randomly selected only from a certain group of cards?
2) End of the game. As after the first end of the game, to make sure that not the first card appeared, but the other and the player did not have to start all over again?
3) How can I implement the game menu? Where you can click on the Start button, author settings and logout. How can I exit the game?
4) Can I create sound playback after the appearance of the card?

1) Distribution of maps. How can I implement the scheme in the figure? There are cards 1-4 that follow one another. Cards 5-8 are randomly selected. One of them activates the stack of cards 9 -12. What can I do to make sure that the cards are randomly selected only from a certain group of cards?In the CardStack(Scripts) you have the option to add as many "Substacks" as you want, so simply create a Substack for the cards 5-8 and give the Substack a condition which is suitable for your example, e.g. Year 6-10. The card itself need to be set to HighPriority, this makes sure the card is always drawn when the condition is met. For card 9 to be drawn afterwards, you have to make it HighPriority (and Draw Count 1) and give it a condition that makes sure it will be selected after the cards 5-8, if we go with the Year example it would be "Year = 11". Of course you can use any value for this.

2) End of the game. As after the first end of the game, to make sure that not the first card appeared, but the other and the player did not have to start all over again?If i understand you correct you want the player to show some cards only on their first play, there i would also just create a Substack with the condition "GamesPlayed = 0-0". This way these cards will only be enabled on the first play.

3) How can I implement the game menu? Where you can click on the Start button, author settings and logout. How can I exit the game?Currently the Game Menu opens when you swipe up. Of course you can it simply change to be opened by button press. Or if you a want a separate scene before the gamescene, simply create a new scene and load with the start button the game scene.

4) Can I create sound playback after the appearance of the card?Yes, of course. The Event Script on every card prefab, has an event for "On Card Spawn". Simply add the "GlobalMessageEventSender" script to the card and call the function "SendMessage", e.g. "playSoundX". . Add the sound you want to play in the Sound-Hierachy to the other sounds (or anywhere you like). Then go to "Global Messages" and add the entry "playSoundX", link it to your sound and call the function AudioSource.Play.
Edit: This is of course only needed if you want for the cards to have different sounds, if you always want to have the same sound you can simply use the existing functions like spawnStart/spawnEnd (on the GlobalMessageEventReceiver).

5) How to realize that those indicators that will change, be highlighted or stand out when the player rejects the card?In Values there are all Values listed, in the ValueScript there are several Events, e.g. On Increase, On Decrease, On Max, On Min. This allows you to play animations / fx etc. when the value changed or reached it`s min/max value.

I will be very grateful to you!)) This will really make the game better))

Click to expand...

Just a quick update. We have now integrated this feature, it will be included in the next update
We have also improved this a bit, you have now also the option to show if the value goes up or down and also how much it changes. This could be used as a temporary buff, e.g as reward for watching ad or after making a few correct decisions...

Thanks for the quick response!
I'm waiting for the update. I'm sure my game will be close to the release with these new solutions. The update does look really cool. I understand correctly that the documentation will also be updated?

What a great asset!
Is it possible (for a non-coder) to add new cards to the pool after getting a certain card or making a certain decision?
For example, a card named "Build a stable" answered with "Yes" would add cards like "Horse", "Not enough hay" etc. and delete the "Build a stable" card.

What a great asset!
Is it possible (for a non-coder) to add new cards to the pool after getting a certain card or making a certain decision?
For example, a card named "Build a stable" answered with "Yes" would add cards like "Horse", "Not enough hay" etc. and delete the "Build a stable" card.

Thanks and stay funky,
Dez

Click to expand...

Glad you like it!
Of course you can do this, i would recommend to do it like in the example for Marriage:
- Create a value "Stable" (Min 0 /Max 1)
- in the CardStack script add a new a sub stack for "Stable" with the condition Stable = 1
- add all cards you want to be available when the stable is build to this stack
- and then simply add +1 value to the stable when "build a stable" is answered with yes

Glad you like it!
Of course you can do this, i would recommend to do it like in the example for Marriage:
- Create a value "Stable" (Min 0 /Max 1)
- in the CardStack script add a new a sub stack for "Stable" with the condition Stable = 1
- add all cards you want to be available when the stable is build to this stack
- and then simply add +1 value to the stable when "build a stable" is answered with yes

None of the FollowUpCards Marriage(#Divorce, #Renovate, #SummerCastle and #Spider) are working neither using the original sets, neither when I change the sets (like high priority etc...); I've tried it using the following versions:

None of the FollowUpCards Marriage(#Divorce, #Renovate, #SummerCastle and #Spider) are working neither using the original sets, neither when I change the sets (like high priority etc...); I've tried it using the following versions:

Unity 2017.4.3.
Unity 2018.1.0f1
Unity 2018.1.5f1

Would you please advise,

Thanks,

Click to expand...

I checked this and you are correct, seems like i somehow made a mistake in the last update.
To fix this you have to go to the Card Stack (in Scripts), Marriage and change the Value from the Sub Stack Condition from "Marriage" to "Married". Then it should work fine again.

Sorry for the inconveniences! If there is anything else, just let me know!

I checked this and you are correct, seems like i somehow made a mistake in the last update.
To fix this you have to go to the Card Stack (in Scripts), Marriage and change the Value from the Sub Stack Condition from "Marriage" to "Married". Then it should work fine again.

Good afternoon! The update looks very cool!
I really miss the opportunity to exit the mobile version. Can I add an exit button to the mobile version, as it is implemented in the PC version?)

Click to expand...

Hi,
for mobile it is setup that the exit panel opens when the back button is pressed.
But you can simply add a button if you want and just activate the exit panel with it, then it is like in the pc version.

Great asset!
I have a few questions. I'm a newbie with no unity coding experience. Can you explain how/if the following can be Implemented:
1. Effects - example; Oracle (preview how much points will be increased/decrease based on decision); extra lives; increase points for certain stats, etc.
2. IAP? User can remove ads or buy various effects. How to integrate with unity IAP services for ios/android?
3. Characters - in game menu - list of characters images that are unlocked (as story progresses)
4. Social - FB share story ends.

Great asset!
I have a few questions. I'm a newbie with no unity coding experience. Can you explain how/if the following can be Implemented:
1. Effects - example; Oracle (preview how much points will be increased/decrease based on decision); extra lives; increase points for certain stats, etc.
2. IAP? User can remove ads or buy various effects. How to integrate with unity IAP services for ios/android?
3. Characters - in game menu - list of characters images that are unlocked (as story progresses)
4. Social - FB share story ends.

Thanks for you hard work.

Click to expand...

1. I am not exactly sure what you mean, Oracle with decision preview is currently implemented, please check the following sample card: ShowResults_SampleCard.
2. Regarding IAP, i recommend you to have a look in the documentation: https://docs.unity3d.com/Manual/UnityIAP.html
3. Regarding characters, i would follow the "Marriage" example, in this example, there has been created a value "married" when the value is above 0 the group "Marriage" in the CardStack script becomes active and enables the specific cards for this group.
4. Regarding FB, you can download the sdk in the asset store: https://assetstore.unity.com/packages/3d/characters/facebook-sdk-for-unity-beta-10989

1. I am not exactly sure what you mean, Oracle with decision preview is currently implemented, please check the following sample card: ShowResults_SampleCard. If you mean particle effects have a look here:

Regarding #1, By "effects" I mean special abilities. For example, decision preview with actual +/- points. Another one is extra lives (when u die, automatically revive and continue story); or increase stats by certain points. Can these abilities be implemented with current framework, to be obtained (a) based on certain decision; (b) as IAP items; (c) as rewarded video items?

Regarding #3, I mean displaying the possible "characters" available in a separate popup/screen, within game setting/menu. They are initially blank and reveled/unlocked as game progresses. I think this give an engaging element for the users. Please see attachment for example.

Thanks!

Attached Files:

Regarding #1, By "effects" I mean special abilities. For example, decision preview with actual +/- points. Another one is extra lives (when u die, automatically revive and continue story); or increase stats by certain points. Can these abilities be implemented with current framework, to be obtained (a) based on certain decision; (b) as IAP items; (c) as rewarded video items?

Regarding #3, I mean displaying the possible "characters" available in a separate popup/screen, within game setting/menu. They are initially blank and reveled/unlocked as game progresses. I think this give an engaging element for the users. Please see attachment for example.

Thanks!

Click to expand...

Sure, this is definitely possible. For previewing the actual value changes, you simply have to link in a text field in Value Change Text field of the specific value script, see screenshot. But i just noticed there is a bug in there which will always show the value, instead of only when preview is activated, we will deploy a fix for this soon.

Regarding extra lives etc, this can be done of course too, you could for example have a look at the GameOver_Money card, this card spawn when Money Value reaches 0, and will then trigger Gameover, instead of going game over you could now give the player a second change if he watches an ad, eg. he swipes left -> watches ad -> gaines money and can continue or he swipes right and goes game over. also look the the Ad_People cards, its pretty similar, if the people value is below 30 you can play an ad to increase it. for IAP it is the same, you simply need to change/add values (this can be done with the set/add values script)

What are these characters for? are these like achievement type characters or are these characters you can actually play with?

I have sent you a message with a sample project which should help you for this.

And is this a screenshot of your game? Looks really good!

Attached Files:

Sure, this is definitely possible. For previewing the actual value changes, you simply have to link in a text field in Value Change Text field of the specific value script, see screenshot. But i just noticed there is a bug in there which will always show the value, instead of only when preview is activated, we will deploy a fix for this soon.

Regarding extra lives etc, this can be done of course too, you could for example have a look at the GameOver_Money card, this card spawn when Money Value reaches 0, and will then trigger Gameover, instead of going game over you could now give the player a second change if he watches an ad, eg. he swipes left -> watches ad -> gaines money and can continue or he swipes right and goes game over. also look the the Ad_People cards, its pretty similar, if the people value is below 30 you can play an ad to increase it. for IAP it is the same, you simply need to change/add values (this can be done with the set/add values script)

What are these characters for? are these like achievement type characters or are these characters you can actually play with?

I have sent you a message with a sample project which should help you for this.

And is this a screenshot of your game? Looks really good!

Click to expand...

Thanks for the quick reply!
I'm glad "abilities" can be implemented out-of-the-box without addition coding. I will play with it.

The characters show up as cards to play with. It's nice to have them displayed in a separate screen user can see, and it can also serves as a kind of achievement for users who may want to complete the whole game and play/unlock everything..this give a visual of achievement/progress...
No it's not my game took it from one of the decision games on the app store...where i saw all the extra features from...

I wil take a look at the sample projects you sent and see if I can make sense of them...thx!!!

1. can we check exact value of a stat (instead of a range) as result condition? For example, number of "items" can be used to determine how much to increase/decrease another stat...this can also be used in IAP...like buying 3 result previews, or 3 full lives, etc.
2. can decisions be active/inactive based on some stats? For example, 4 multiple choices available, but only 3 active because "money" stat is low...

1. can we check exact value of a stat (instead of a range) as result condition? For example, number of "items" can be used to determine how much to increase/decrease another stat...this can also be used in IAP...like buying 3 result previews, or 3 full lives, etc.
2. can decisions be active/inactive based on some stats? For example, 4 multiple choices available, but only 3 active because "money" stat is low...

Click to expand...

1. simply set the range of the condition to e.g. "3-3"
you can also set the value to an exact value with the "setvalue" script
2. yes of course, in the example scene this is currently done with marriage, it appears only when married. if you want to do it for one of the 4 main stats, you also need to edit the gameover cards, e.g. "GameOver-Money" this card is spawned when Money value is 0 and then triggers gameover, you simply need to change the condition or remove the card.

Thx for the quick reply.
1. I meant what if I don't know the value of a stat and need to get the exact value, and then use this value as condition...for example, if value is x, then decrease health by 2x...
Also need to know exact value to implement Inapp purchase...buy 3 result previews or 3 full lives, etc.

2. Specifically, for multiple choice cards, if 4 choices are available and displayed, one or more may be grayed out(inactive) based on some stat value being too low....how can we implement this?

2. Look at the "ValueDependentEnable" script, this one enables/disables an gameobject depending on its value. If you can do a bit of coding you should be able to create a new script based on this for setting a button interactable. If not let me know and i will write it.

Attached Files:

Thx for the quick reply.
1. I meant what if I don't know the value of a stat and need to get the exact value, and then use this value as condition...for example, if value is x, then decrease health by 2x...
Also need to know exact value to implement Inapp purchase...buy 3 result previews or 3 full lives, etc.

2. Specifically, for multiple choice cards, if 4 choices are available and displayed, one or more may be grayed out(inactive) based on some stat value being too low....how can we implement this?

Click to expand...

I have now created a new script, please find attached, this triggers a unity event when value is below or above a certain value. with this you can set the button interactable or not.

Attached Files:

I have now created a new script, please find attached, this triggers a unity event when value is below or above a certain value. with this you can set the button interactable or not.

Click to expand...

That's awesome! I will play with it to see if I can make it work...

For #1, The addtovalue script can be used for IAP so that's great. But how to query the value of a "Value" to be used within a condition. For example, i have a fighting event, and i choose to attack the enemy. If my "power" is 2, then I can hit 2x the damage. So i would need to know the exact value of a stat to calculate damage dealt or received. Does that make sense?

For #1, The addtovalue script can be used for IAP so that's great. But how to query the value of a "Value" to be used within a condition. For example, i have a fighting event, and i choose to attack the enemy. If my "power" is 2, then I can hit 2x the damage. So i would need to know the exact value of a stat to calculate damage dealt or received. Does that make sense?

Click to expand...

The addvaluetovalue script know the value and multiplies it, e.g. if your power is 2 and want to hit with 2 dmg, then enter value 1, if you want to hit with double dmg enter 2, and if you want to hit with half damager enter 0.5. hope this makes it clear.

Oops...

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